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03 — Scene settings

Subsystem diagram: scene-settings.html · Runtime look: 07 — Rendering · Feature list: 13 — Feature List (scene block)

Scene-wide render and input settings live in Babylon Scene (viewport N-panel) and serialize into the manifest scene object — not per-entity components.

Babylon Scene panel map

SectionManifest / runtime
Rendering — clear / ambient colorscene.clearColor, ambientColor
Environmentscene.environment — World texture, default studio IBL, skybox, intensity, rotation
Fogscene.fog — linear / exp / exp²
AtmospherePhysical sky addon — pick sun lamp; replaces env skybox when on
Post-processingBloom, tone mapping, SSAO, LUTs, … on active camera
Input Actionsscene.inputActions + defaultInputMap
Collision Layersscene.collisionLayers — named layer list + N×N collision matrix
Large World RenderingFloating-origin engine + Havok region (see runtime basics)
ExportExport Level, Validate, Live Link, Debug Build — 04 — Workflow

Environment and skybox

Intensity and Y-rotation for World textures come from Background/Mapping nodes; for default env from the panel fields. Runtime tuning: 07 — Rendering.

Atmosphere and post

Atmosphere uses a SUN lamp direction for time-of-day. Works best with Post-processing HDR tone mapping enabled. Author both in Blender Scene — behaviors should not create these at runtime.

Post attaches to the active camera; the scene needs an exported camera. Trace: trace-post · trace-atmosphere.

Input Actions (scene level)

The Input Actions subsection defines action maps, bindings, and Scene Default map name. First export seeds a built-in Player map if empty. Save/load .inputactions.json to share across scenes.

Gamepad rows use labeled button/axis/stick pickers (W3C standard mapping). LT/RT are axis bindings (not face buttons). For 2D actions use Stick (not four axis-half rows). Set Type = Value and Control Type = Vector 2 when scripts call ReadVector2(). Composite axis rows support Axis Half for 1D throttle — see 12 — Input › Choosing bindings and Axis half.

Detail: input-actions diagram · trace-input · 12 — Input.

Collision Layers (scene level)

The Collision Layers subsection defines a master list of named layers (up to 32) and a Unity-style collision matrix — row A, column B checked means layer A collides with layer B (toggles are symmetric). First export seeds a built-in Default layer that collides with everything if the panel is empty.

Per-object assignment is not here — add a Collision Layer component on each entity under Physics (see 02 — Components). The matrix is scene-only; objects pick one layer name from this list. Components store the layer name, so deleting or reordering rows here never retargets other objects' picks; renamed layers must be re-picked on their components (Validate flags stale names).

Runtime detail: 06 — Physics › Collision layers · Feature trace: 10 — Feature Traces.

Material-level NME (related)

Per-material overrides are not in the scene block — open Properties › Material › Babylon for Node Material Editor JSON, Scan NME (textures, parameters, gradients), and Extract Textures…. Trace: trace-materials.